Uses the camera for some tracking, but has full 360 degree tracking even if the camera loses sight of the headset.

The setup they have will still show the game on the normal TV as a single screen and not fisheyed. They mention that this can be used to make gaming asymmetrical, similar to the Wii U pad, where the player with the VR on plays his normal game while another player watching the TV tries to kill him, or something like that.

I haven't read any more deep technical details. For example, as Carmack keeps saying, latency is the most important thing for VR, and I haven't seen anything about the latency yet.

However, much like the occulus, I am actually excited for this thing, even if it's a super novelty item that I'll likely only afford many years from now.

I remember discussing this very thing with a friend of mine back in 1994. Our projections of when it would be a reality were WAY off (I was thinking within 10 years - or at that time about 2 console gens).

My 20 year old self back in '94 would have been doing cartwheels over this news. However, times have changed. With two kids and a wife competing for my attention, the VR stuff just seems like an avenue to further insulate yourself from reality. It's hard to sit down and find gaming time as it is, much less with earphones and a visor over my head so that I really can't tell what's going on in real life.

However, I will say that this makes more sense to me than the Oculus Rift. A controller can be used by touch alone with little to no difficulty, while trying to use the Rift with a keyboard never made any sense.

In fact, the "best practices"-document that Oculus distributes to its developers recommends that their games use controllers instead of keyboard and mouse, as the latter can be hard to use when you can't see them. Keep in mind that Move is NOT required for Morpheus, which puts the two on equal footing, controller-wise.

I understand the Oculus can be used with controllers, but it's forcing the medium (the PC) to adapt to the Oculus rather than the other way around. I think VR is just a better fit for consoles because that native input method is already established.

I understand the Oculus can be used with controllers, but it's forcing the medium (the PC) to adapt to the Oculus rather than the other way around. I think VR is just a better fit for consoles because that native input method is already established.

It seems like Sony wants to force the Move on people for the Morpheus, though, which is an even tougher sell than getting PC users to buy a controller. (Though I suppose if they have a Morpheus bundle that comes with the Move, that wouldn't be a bad path.)

Controllers are becoming more and more commonplace on PCs anyhow. Anyone know if the Steam hardware surveys show percentage of users with controllers?

I don't see how you can claim that based on what we've seen so far. Not only does Move-suitable games only fit a niche within VR games, everyone who has a PS4 already has a Move-compatible controller. The Dual Shock 4 can be used for that purpose, which is part of its design.

The Playstation camera, on the other hand, is a different story. Unless the Morpheus features a special camera, you'd probably have to buy one. Oculus Rift also features a camera in the newest version, so that's not really a Morpheus-specific thing anyway.

Speaking of the PS4 camera, it seems to have sold surprisingly well. Last I heard it had apparently sold over 900k units and is almost impossible to find, even more so than the PS4 itself.